Planetside 2 Wiki

Heavy Assault

1,245pages on
this wiki
Page Contents Current As of Patch: GU14

Class Overview Edit

The development of the Heavy Assault soldier was a relatively recent innovation on Auraxis. Designed to combat the surge of instant nanite-assembled vehicles, their presence on the battlefield poses a serious threat to tanks and infantry alike. Their custom Reinforced Exosuit armor configuration is responsible for their ability to take hits that would kill other soldiers, while their heavy weaponry allows them to punch holes in enemy tanks or lay down sustained fire. Equipped with some of the strongest armor and weapons available to infantry, a seasoned Heavy Assault will leave a path of corpses and burning wreckage in their wake.

Their armor and shields can take more punishment than most other soldiers can, allowing them to dominate in direct close-quarters conflict where their heavy weapons are most effective. In addition to the survivability provided by the Reinforced Exosuit's defenses, Heavy Assault soldiers also have access to prototype Nanite Mesh Generators that temporarily reduce the velocity of incoming projectiles, decreasing their kinetic impact on the user. Though the experimental technology currently requires the user to remain momentarily stationary while the mesh is being formed, NMGs have shown themselves to be an integral component to the Heavy Assault's continued presence on the field.

Though their ability to endure heavy fire is no doubt legendary, they're more widely known for the devastating weaponry that they wield. The high capacity LMGs the Heavy Assault carries are capable of both short, accurate bursts and suppressing fire, allowing them to adapt to a variety of situations while only adjusting their trigger discipline. For close-quarters combat that requires sustained fire, their versatile LMGs can be swapped for the raw destructive power of their empire's hip-slung Heavy Assault weapon. Finally, their rocket launcher can destroy enemy vehicles with a variety of targeting types, continuing to be the preferred method of directly dealing with enemy armor while on foot.

Only with the introduction of Rebirthing and recent improvements in shield technology has their mantra of "endure and eradicate" become viable. While the Heavy Assault's brute-force strategy may not be the most elegant solution, it's proven itself as an effective one.

Certifications Edit

Heavy Assault Certifications
Category Certification Name Levels and Cost
Ability Slot Nanite Mesh Generator
1Increases NMG capacitor regeneration by 5%.
30Increases NMG capacitor regeneration by 10%.
100Increases NMG capacitor regeneration by 15%.
200Increases NMG capacitor regeneration by 20%.
500Increases NMG capacitor regeneration by 25%.
Adrenaline Shield
150Killing an enemy will recharge the Adrenaline Shield capacitor by 4.5%.
200Killing an enemy will recharge the Adrenaline Shield capacitor by 6%.
400Killing an enemy will recharge the Adrenaline Shield capacitor by 10%.
500Killing an enemy will recharge the Adrenaline Shield capacitor by 15%.
1000Killing an enemy will recharge the Adrenaline Shield capacitor by 20%.
Resist Shield
50Generates a shield of nanites around the soldier that mitigates between 40 and 45% damage instead of preventing it; as a result damage will not drain shield power quicker, allowing for longer sustained operation.
100Improves the efficiency of the Nanite emitters, increasing the maximum duration the shield can remain active to 7 seconds.
150Improves the efficiency of the Nanite emitters, increasing the maximum duration the shield can remain active to 8 seconds.
200Improves the efficiency of the Nanite emitters, increasing the maximum duration the shield can remain active to 9 seconds.
500Improves the efficiency of the Nanite emitters, increasing the maximum duration the shield can remain active to 10 seconds.
Suit Slot Advanced Shield Capacitor
1When equipped, damage and depleted shields will begin to regenerate .8 seconds sooner than normal
10When equipped, damage and depleted shields will begin to regenerate 1.6 second sooner than normal
30FWhen equipped, damage and depleted shields will begin to regenerate 2.4 seconds sooner than normal
100When equipped, damage and depleted shields will begin to regenerate 3.2 seconds sooner than normal
200When equipped, damage and depleted shields will begin to regenerate 4 seconds sooner than normal
Ammunition Belt
50Grants access to the Ammunition Belt which allows soldiers to carry 1 additional magazine for both their primary and sidearm weapons
500Allows soldiers to carry 2 additional magazines for both their primary and sidearm weapons
Flak Armor
1Reduces the amount of damage taken from explosions by 10%.
10Reduces the amount of damage taken from explosions by 20%.
50Reduces the amount of damage taken from explosions by 30%.
150Reduces the amount of damage taken from explosions by 40%.
1000Reduces the amount of damage taken from explosions by 50%.
Grenade Bandolier
100Allows 1 additional grenade of any type to be carried.
150Allows 2 additional grenades of any type to be carried.
500Allows 3 additional grenades of any type to be carried.
Munitions Pouch
30Can carry an additional rocket of any type.
150Can carry 2 additional rockets of any type.
500Can carry 3 additional rockets of any type.
1000Can carry 4 additional rockets of any type.
Nanoweave Armor
1When equipped adds a 7.5% increased resistance to small arms projectiles.
10When equipped adds a 10% increased resistance to small arms projectiles.
50When equipped adds a 12.5% increased resistance to small arms projectiles.
150When equipped adds a 15% increased resistance to small arms projectiles.
1000When equipped adds a 20% increased resistance to small arms projectiles.
Grenade Slot Anti-Vehicle Grenade
100Increased damage against vehicles and MAX units and will stick to them.
Concussion Grenade
200Slows and disorients enemies within its blast radius.
Utility Slot C-4 (Explosives)
200C4 Explosives are capable of incredible damage to infantry and vehicles alike.
500Increases maximum C-4 capacity by 1.

Class Cert BuildsEdit

How to spend your first Certification points

  • 131 - Rank 3 in the Nanite Mesh Generator under Ability slot
  • 61 - Rank 3 in the Nanoweave Armour under Suit slot

What does spending your points this way provide?

  • Decreases NMG regeneration time, helping you to regenerate your additional shield quicker in order to sooner deal with direct encounters.
  • Increases your resistance to small arms by 12.5%, helping you in most infantry based situations.

Class Weapons Edit

The following weapon types are available to the Heavy Assault class:

Class Loadouts Edit

Many of the Heavy Assault builds are going to revolve around certain situations. When you unlock the ability to save more than one loadout, setting these loadouts up for these situations will help quicken response times.

Class Strategy Edit

The Heavy Assault's purpose is to be one of the most efficient means of killing infantry while also serving as a mobile anti-vehicle platform. The rocket launcher can kill any infantry unit without max rank flak armor excluding the MAX with a direct hit.

Instead of assault rifles, this class uses their empire specific weaponry and light machine guns. TR - Mini Chain Gun / NC - JackHammer / VS - Lasher. Along with a deadly rocket launcher, and also a super-effective Shield Booster.

Heavy Assaults are a terrifying presence in the front lines, and can completely eliminate a group of unaware or inattentive enemies.

Try to attack vehicles from behind where their armor is the weakest. If you can see that they are using reinforced front armor, try for the sides. The front of any vehicle is the strongest.

All light aircraft (Mosquito, Reaver, Scythe) require three rockets from the anti-air launchers to be shot down, however 2 rockets will set them on fire.

Lightning Tanks and MBTs (ProwlerVanguardMagrider) take 2 C4 to destroy when at full health, or 1 C4 and a rocket. Sunderers take 3 C4 (which the Heavy Assault can not carry), or 2 C4 and one rocket. 2 C4 and an AV Grenade also destroy Sunderers.

Avoid confronting MAX units in a head on fight, unless you bring friends or the MAX is carrying two bursters as weapons. Especially avoid them if you are out of rockets. MAX units are best attacked from cover or behind the MAX.

This class lacks much in the way of team support, but makes up for it with the weaponry to kill everything. Your equipment includes empire specific heavy machine gun or light machine gun, a rocket launcher, and an over-shield.

Concussion grenades are one of the most important things in a Heavy Assault's arsenal. Concussions stun enemies for a few seconds, greatly lowering their mouse sensitivity and making their screen blurry, and are essential in the destruction of MAXes. Be warned, you can also concuss your team mates!

A serious disadvantage of the Heavy Assault class is its reload time. Try to ensure your weapons are filled to the top before entering combat. It may take up to roughly eight seconds to reload. You have the largest magazine of any class, but always watch your ammo. If you find yourself about to run out of your primary ammo be prepared to make a quick swap to your pistol if in close combat, or rocket launcher to bring down a MAX. Always find a safe place before reloading and try to find an engineer if you need ammunition.

Close Quarters CombatEdit

Heavy Assault are great in tight spots due to their shield giving extra survivability combined with the firepower.  A shotgun or SMG makes the heavy deadly in close quarters.  Dueling is best done with hip fire while strafing left to right. Once your enemy's shields are damaged or down, aim down the sights and finish them off.  The laser sight weapon certification should be essential for this combat style.  Another thing to remember is, if you are in close combat, do not burst fire, give them full auto. If it isn't another heavy assault you're facing, they will likely run out of ammo before you do. If you are engaged in medium to long range, use burst fire as Heavy Assault weapons have a large cone of fire and recoil. It takes a lot of ammo to kill one person, roughly twenty to thirty bullets, including misses. Most people forget to use their special ability (activate using the F key by default). Always use your shields. But you may ask, "When is the best time to use it? Should you use it before you run in? Or perhaps during the fight?" Try to turn them on just before your default shields are depleted. This way you have a chance of surviving longer and allow you to get to safety, or take down other infantry.

Rockets in close quarters is purely for MAXes and ground vehicles that are close enough to be right outside the structure in point blank ranges.  Thus it is recommended to equip the Decimator rocket launcher equipped with the shape charge for maximum damage.

Long Range/Air SupportEdit

Heavy Assault are clearly the work horse of the classes.  It is purely designed for killing which is why it has many versatile ways to do so.  Thus a long range light machine gun like the TMG-50 can be very effective at range.  This strategy is best employed at range defending or assaulting a base.  Thus a high powered scope is also a must.  Short burst fire targeting head shots will begin racking up kills and suppress any enemy advancement on your position.  Equipping a rocket launcher capable of locking on to Air will keep the skies clear on your position.

Medium Range and Point Offense/DefenseEdit

The Heavy Assault is capable of employing its shield generator ability and killing prowess during small outpost captures.  This battle tactic requires the ability to be flexible in range and thus equip Light Machine Guns with mid range scopes, laser sights, and infantry grenades.  An anti-ground lock-on rocket launcher is also a nice compliment for the small outpost capture or defense.

Weapon Ribbons and MedalsEdit

With any class, you have the ability to gain Ribbons which will further increase your experience and certifications after completing specific tasks. This list does not include possible vehicle, base capture, or kill/assist related ribbons while playing in a vehicle as that class.


Weapon RibbonsEdit

Ribbon Icon Requirements
Light Machine Gun Ribbon
Light Machine Gun Ribbon
10 kills.
Rocket Launcher Ribbon
Rocket Launcher Ribbon
10 kills
Pistol Ribbon
Pistol Ribbon
10 kills
Knife Ribbon
Knife Ribbon
10 kills.
Battle Rifle Ribbon
Assault Rifle Ribbon
10 kills.
Shotgun Ribbon
Shotgun Ribbon
10 kills.
Submachine Gun Ribbon
Submachine Gun Ribbon
10 kills.

See more available ribbons on the Service Ribbons page.


Medal Icon Requirements Certification Rewards
No Medal
Medal Empty
0 kills
Copper Medal
Medal Copper
10 kills Planetside2font-2Icon resource certpoints 25x25
Silver Medal
Medal Silver
60 kills Planetside2font-1Planetside2font-0Icon resource certpoints 25x25
Gold Medal
Medal Gold
160 kills Planetside2font-2Planetside2font-0Icon resource certpoints 25x25
Auraxium Medal
Medal Araxium
1160 kills Planetside2font-2Planetside2font-0Planetside2font-0Icon resource certpoints 25x25

Tutorials/Tips/Gameplay Videos Edit

Strategy and Tactics Edit



Around Wikia's network

Random Wiki